Brennan, I seriously love your signature.
Brain, you end your last post with a crucial assumption. It can't be said, accurately, that randomness is used in a
game in order to be unpredictable but not necessarily fair. It's a serious point, so bear with me.
For examples, card games shuffle the cards in order to provide unpredictability. Conveniently, it is
also fair because it's always the same cards. This gives rise to that dreaded "exploit" since some players are keen enough to remember all the cards played so far, and they can better predict what card is likely to come next. It's definitely an exploit, and IMHO it's one that shouldn't be avoided. On the other hand, early wargames using a dice system often ran into players who complained about "unfair" strings of bad luck. One solution was to use chits, and every time a RNG was needed, you'd draw a chit, then put it in the discard box. You had two chitpools, both equal, one for each player. Neither player could claim unfair strings of bad luck. This is also exploitable, and some people don't like that; but some people think the exploit is less a problem than the fairness it provides...
Randomness in a game is supposed to provide
both unpredictability and fairness--if at all possible. Civ's RNG bites so, because it's questionable whether it's either fair or unpredictable...